What's new in the world of Phaser
Hi everyone,
I just wanted to tell you all what's happening in the world of Phaser right now.
Interphase 1 has done extremely well! It went on sale just under a week ago and has sold 450 copies (270 of which were pre-orders). This is very encouraging indeed and guarantees that we'll release Interphase 2. The plan is that Interphase 2 will be similar to the first one, with lots of games and this time a deep-dive into the render cycle (including how the WebGL side of things works in detail). Beyond that we're looking at making Interphase 3 an RPG themed issue. So instead of lots of games you'd get RPG game parts: for example the code for a first person walk through a dungeon, an inventory system, character generation, overworld map, etc. The aim being that no bits of code conflict, so you can mix and match them into your own style of RPG game.
Phaser 2.4.4 is getting close to release. There is likely to be a release candidate next week. One new feature under test is the Display List Debugger. This allows you to stop your game at any point and get a complete dump of the active display list, including time spent rendering things like graphics primitives, Text and so on. The screen shot at the top of this post is taken from the current debugger (and is likely to change a lot, but gives you a good sense of what it does right now).
Particle Storm - this is a new premium Phaser plugin and progress is going very well. It has a really powerful and expressive way of defining particles, getting rid of the 'emitter' concept entirely and allowing particles to be their own emitters. This allows for extremely flexible chaining of effects that isn't easily possible in a traditional emitter/particle system. There are other usual features too like emission regions (lines, ellipse, etc), gravity wells and even audio support. If you're a $10+ patron and would like to help beta test this plugin then drop me an email. I anticipate release within the next 3 weeks. Price is as-yet undecided, but likely to be around $40 USD.
Phaser 3. A new dev log was just posted to the Phaser site covering development over the past month. Pete has been hard at work extracting all mention of Pixi from within the Phaser 2 codebase (no small task!) and working the new renderer in. His aim is to keep tweaking until all the Basic examples run, and then lots more will fall into place beyond that. The ES6 side of Phaser 3 is taking longer to mature however, but I'm keen to see the new renderer running in Phaser 2 by the end of the year.
Phaser World - it has been months since I last sent out a Phaser newsletter. The mailing list has sat idle, slowly gaining a few subscribers each week. This is going to change :) I've been planning Phaser World. Which is the replacement newsletter. It will be mostly automated, acting like a summary of all the news that was posted to the Phaser site recently (because there's a LOT and it's easy to miss!). It will be split up into games, tutorials, etc and carry just a couple of featured articles. The aim is that it's a good list of links with a few things to read, rather than being a huge long wall of text. Anyway a little more work is needed and then I'll send out the first issue. I'm probably going to have to migrate everyone away from Campaign Monitor and over to Mad Mimi (or similar) as the costs of Campaign Monitor are too high really.
Games! Finally I'd just like to say that there have been some incredible Phaser made games released recently. It's easy to miss, but scroll to the bottom of the home page and you'll see the "Phaser made Games" slider - click the right-arrow to slide through them. These are the 'Featured' games, and some are awesome! Recently I've added Commando Thug, Sea Bubble Pirates, the Doctor Who Game Maker, Iron Maiden: Speed of Light and Wild Terra. I love seeing what people make in Phaser, so if your game isn't on the site - tell me about it! :)
Hi everyone,
I just wanted to tell you all what's happening in the world of Phaser right now.
Interphase 1 has done extremely well! It went on sale just under a week ago and has sold 450 copies (270 of which were pre-orders). This is very encouraging indeed and guarantees that we'll release Interphase 2. The plan is that Interphase 2 will be similar to the first one, with lots of games and this time a deep-dive into the render cycle (including how the WebGL side of things works in detail). Beyond that we're looking at making Interphase 3 an RPG themed issue. So instead of lots of games you'd get RPG game parts: for example the code for a first person walk through a dungeon, an inventory system, character generation, overworld map, etc. The aim being that no bits of code conflict, so you can mix and match them into your own style of RPG game.
Phaser 2.4.4 is getting close to release. There is likely to be a release candidate next week. One new feature under test is the Display List Debugger. This allows you to stop your game at any point and get a complete dump of the active display list, including time spent rendering things like graphics primitives, Text and so on. The screen shot at the top of this post is taken from the current debugger (and is likely to change a lot, but gives you a good sense of what it does right now).
Particle Storm - this is a new premium Phaser plugin and progress is going very well. It has a really powerful and expressive way of defining particles, getting rid of the 'emitter' concept entirely and allowing particles to be their own emitters. This allows for extremely flexible chaining of effects that isn't easily possible in a traditional emitter/particle system. There are other usual features too like emission regions (lines, ellipse, etc), gravity wells and even audio support. If you're a $10+ patron and would like to help beta test this plugin then drop me an email. I anticipate release within the next 3 weeks. Price is as-yet undecided, but likely to be around $40 USD.
Phaser 3. A new dev log was just posted to the Phaser site covering development over the past month. Pete has been hard at work extracting all mention of Pixi from within the Phaser 2 codebase (no small task!) and working the new renderer in. His aim is to keep tweaking until all the Basic examples run, and then lots more will fall into place beyond that. The ES6 side of Phaser 3 is taking longer to mature however, but I'm keen to see the new renderer running in Phaser 2 by the end of the year.
Phaser World - it has been months since I last sent out a Phaser newsletter. The mailing list has sat idle, slowly gaining a few subscribers each week. This is going to change :) I've been planning Phaser World. Which is the replacement newsletter. It will be mostly automated, acting like a summary of all the news that was posted to the Phaser site recently (because there's a LOT and it's easy to miss!). It will be split up into games, tutorials, etc and carry just a couple of featured articles. The aim is that it's a good list of links with a few things to read, rather than being a huge long wall of text. Anyway a little more work is needed and then I'll send out the first issue. I'm probably going to have to migrate everyone away from Campaign Monitor and over to Mad Mimi (or similar) as the costs of Campaign Monitor are too high really.
Games! Finally I'd just like to say that there have been some incredible Phaser made games released recently. It's easy to miss, but scroll to the bottom of the home page and you'll see the "Phaser made Games" slider - click the right-arrow to slide through them. These are the 'Featured' games, and some are awesome! Recently I've added Commando Thug, Sea Bubble Pirates, the Doctor Who Game Maker, Iron Maiden: Speed of Light and Wild Terra. I love seeing what people make in Phaser, so if your game isn't on the site - tell me about it! :)